#include "shader.h" #include #include #include #include #include #include #include #include #include #include Shader::ProgramHandle::ProgramHandle(GLuint vs, GLuint fs) : viewProjection_uniform {}, model_uniform {} { glAttachShader(m_program, vs); glAttachShader(m_program, fs); glBindAttribLocation(m_program, 0, "position"); glBindAttribLocation(m_program, 1, "texCoord"); glBindAttribLocation(m_program, 2, "normal"); glLinkProgram(m_program); CheckShaderError(m_program, GL_LINK_STATUS, true, "Error linking shader program"); glValidateProgram(m_program); CheckShaderError(m_program, GL_VALIDATE_STATUS, true, "Invalid shader program"); viewProjection_uniform = glGetUniformLocation(m_program, "viewProjection"); model_uniform = glGetUniformLocation(m_program, "model"); } Shader::Shader() : programs {{{ basicShader_vs.compile(), basicShader_fs.compile(), }, { waterShader_vs.compile(), waterShader_fs.compile(), }, { landmassShader_vs.compile(), landmassShader_fs.compile(), }}} { } void Shader::setView(glm::mat4 proj) const { for (const auto & prog : programs) { glUseProgram(prog.m_program); glUniformMatrix4fv(prog.viewProjection_uniform, 1, GL_FALSE, &proj[0][0]); } } void Shader::setUniform(const GLchar * uniform, glm::vec3 v) const { for (const auto & prog : programs) { if (auto loc = glGetUniformLocation(prog.m_program, uniform); loc >= 0) { glUseProgram(prog.m_program); glUniform3fv(loc, 1, &v[0]); } } } void Shader::setModel(glm::mat4 model, Program pid) const { auto & prog = programs[(int)pid]; glUseProgram(prog.m_program); glUniformMatrix4fv(prog.model_uniform, 1, GL_FALSE, &model[0][0]); } void Shader::CheckShaderError(GLuint shader, GLuint flag, bool isProgram, std::string_view errorMessage) { GLint success = 0; std::array error {}; if (isProgram) { glGetProgramiv(shader, flag, &success); } else { glGetShaderiv(shader, flag, &success); } if (success == GL_FALSE) { if (isProgram) { glGetProgramInfoLog(shader, error.size(), nullptr, error.data()); } else { glGetShaderInfoLog(shader, error.size(), nullptr, error.data()); } throw std::runtime_error {std::string {errorMessage} + ": '" + std::string {error.data(), error.size()} + "'"}; } } GLsource::ShaderRef GLsource::compile() const { ShaderRef id {type}; glShaderSource(id, 1, &text, &len); glCompileShader(id); Shader::CheckShaderError(id, GL_COMPILE_STATUS, false, "Error compiling shader!"); return id; }